#ifndef INPUT_LUXLURP_BASE_INCLUDED #define INPUT_LUXLURP_BASE_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" // defines a bunch of helper functions (like lerpwhiteto) #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl" // defines SurfaceData, textures and the functions Alpha, SampleAlbedoAlpha, SampleNormal, SampleEmission #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" // defines e.g. "DECLARE_LIGHTMAP_OR_SH" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "../Includes/Lux URP Blend Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl" // Material Inputs CBUFFER_START(UnityPerMaterial) float _Shift; half _BlendWidth; half _BlendSharpness; half _AlphaShift; half _AlphaWidth; float _ShadowShiftThreshold; float _ShadowShift; float _ShadowShiftView; half _BumpScale; half4 _BaseColor; half _Cutoff; float4 _BaseMap_ST; half _Smoothness; half4 _SpecColor; half _OcclusionStrength; CBUFFER_END // Additional textures #if defined(_MASKMAP) TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap); #endif // Depth texture #if defined(SHADER_API_GLES) TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); #else TEXTURE2D_X_FLOAT(_CameraDepthTexture); float4 _CameraDepthTexture_TexelSize; #endif // Global Inputs // Structs struct VertexInput { float3 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float2 texcoord : TEXCOORD0; float2 lightmapUV : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float2 uv : TEXCOORD0; #if !defined(UNITY_PASS_SHADOWCASTER) && !defined(DEPTHONLYPASS) DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); //#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR) float3 positionWS : TEXCOORD2; //#endif float3 normalWS : TEXCOORD3; #if defined(_NORMALMAP) float4 tangentWS : TEXCOORD4; #endif float3 viewDirWS : TEXCOORD5; half4 fogFactorAndVertexLight : TEXCOORD6; float2 screenUV : TEXCOORD8; #endif UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; struct SurfaceDescription { half3 albedo; half alpha; half3 normalTS; half3 emission; half metallic; half3 specular; half smoothness; half occlusion; }; #endif